Team:
One Tonne Punch
Team Members & Roles:
Alex Kolosov, 3D Artist
Nick Halme, Level Designer
Peter Liang, Artist
Matt Jenkins, Producer/Scripter
Miko Wilson, Designer/Writer
Ryan Lee, Engineer
Chris Haukap, Engineer
Daniel Gerlitz, Designer/Artist
Interesting details:
A single player game with perhaps the most refined and challenging puzzle/strategy of all the Vancouver games: a overhead puzzle game with narrative elements. Heavily paper prototype and documented before the digital prototype was completed, they had a very solid level layout and idea before implementation. The largest team of the event, they actually worked on 2 seperate game designs at one point. Their game also has a very well-developed narrative and aesthetics. Developed an initial prototype that was very solid before changing to a more narrative-driven idea.
Judge Critiques:
- Solid game structure, with clear Beginning/Middle/End.
- NPCs found throughout the game need purpose.
- Maybe try adding VS multiplayer? Guard VS escapee?
- They liked the initial prototype mechanics very much.
- Need more direction for navigation: where the player must go is difficult to discern.
- Need more visual definition in the game environment, such as obvious paths.
- Art direction was very good, but needs some slight tweaking.
- Also required some additional player feedback from non-team members.
- Restarting should be available in case the player becomes stuck. Maybe increase challenge, remove unrecoverable errors?
- Very cohesive art style.
- Difficulty ramping as game progressed was very good.
- Loved the fact that moral choices about NPCs actually affected the game's difficulty.